Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Breaking doors should be instant
I really like the new breakable doors, but it would be better if the breaking action was instant.
For example the saloon where the generator is located, it would be better if killer can spook survivors with breaking a door, but sadly now it takes time and survivors will hear the action.
In general I love dynamic maps that changes when generators are completed and objects can be destroyed.
Comments
-
I think the walls need to take as long as pallets do to be broken for balancing reasons.
However, I do think it could be fun if certain killers could destroy these more quietly (or in a way that appears more sudden) as a result of the Undetectable status. It would take the same overall amount of time to break the wall, but maybe trigger a unique animation where the killer just smashes the wall by walking or bursting through it (a la Jason or the Kool-Aid man).
3 -
That closet scene with Michael Myers busting through and attacking Laurie.
1 -
Going trough the door in a fraction of second for the more muscular killers followed by a little stagger animation for balancing reasons.
For the smaller ones, somehting like using their weapons to break trough it and piercing a hole in wich they show their face ( Hey don't bash me because I like the Shinning ) and remove the broken pieces of the door.
0 -
Seriously approve of this. The idea of Survivors running inside and then having plenty of time to get out of the room before I break the wall/door just makes me leave the wall or door as it is. Imagine the shock/surprise of instant wall/doors just shattering as the killer breaks through mid-chase. It'd be beautiful and force Survivors to have to 'think and keep moving' instead of 'stopping' in a room and waiting to see which way he's coming from before running away; or risk them coming straight through the building at them.
2 -
Not fast enough, in my opinon, and shouldn't have to sacrifice a perk slot for something that should be base game like this and only serves to 'protect' Survivors and give them a second chance to get away from it.
0 -
It's supposed to make you consider breaking them, if it was instant, you would have no hesitation during a chase and you would obviously break it, but if it's not then you have to consider distance and timing of the chase.
1 -
The idea was to create strong loops for survivors and let the killers "choose or not " to destroy them if they want. The thing is they made yet again a very bad job and create either utra strong loops you need to destroy (SH DLC) or pointless wall that help nobady.
2 -
I think they should take the same amount of time to break, however if there's a survivor directly on the other side, the killer punches through and grabs them before smashing through the wall. It would make them way more terrifying, especially the ones on midwich right next to gens.
0 -
You would only break them on certain maps - because some of the walls are incredibly useful for walling off areas making it harder for Survs to maneuver. For exaple; the walls on either side of the school on Freddy's map - I never break those; leaving only 2 entrances/exits to the building for any unfortunate soul that goes in there.
At this point they should've just made them solid walls, unbreakable, because 9 times out of 10 it is better to not bother breaking a wall because it helps more with it standing. And I'm sorry - having no hesitation to break during a chase and putitng extreme pressure on Survivors to actually make decisions on where to go instead of 'where the nearest loop'? Hell yes. Chases are too simplistic and don't have any "pressure" it's just loop, loop, loop - has he given up on me yet? No? - loop, loop. Insta-shatter walls would at least force them to react on their feet when their 'loop' suddenly explodes into shrapnel.
0 -
I'd rather they remove the doors, I thought they were going to place them by strong loops so the killer could break it and make a shortcut, but they're being used to block doors that were always open and the killer has no reason to break them.
The side doors are blocked in the school which I thought the killer would have to break to hook people, but hooks are so close to the open doors the killer doesn't need to break them.
0 -
Well stealh in this game is discouraged because of scratch marks, I mean in order to escape a killer you need to break LOS but you leave a nice long breadcrumb trail to where you went, so because of how weak stealth and juking is, the only real alternative is to be good in a chase and being able to waste the killers time, that's your best bet at surviving.
1 -
Stealth is discouraged by dev design wanting to 'force' players to play risky and get chased. It's why stealth is punished by getting very, very little bloodpoints - so you're basically wasting your time playing the game. Because the Devs have zero respect for playstyles and are the "play this our way" type of Devs.
0 -
Well it's also because when DBD was first released a lot of survivors played stealthy and killers were complaining about how hard it was to find survivors and how boring matches were, so the devs started to discourage stealth and encourage being in a chase and gave survivors tools to survive chases, so they had strong windows, lots of pallets, and strong perks. The original SB will always be the best exhaustion perk tbh.
0 -
Exactly. Instead of doing the logical thing and rewarding BOTH playstyles, they swung the pendulum and decided to dictate how the game should be played like every other crappy Dev out there these days.
0